• Title/Summary/Keyword: Motion generation

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Motion Retargetting Simplification for H-Anim Characters (H-Anim 캐릭터의 모션 리타겟팅 단순화)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.791-795
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    • 2009
  • There is a need for a system independent human data format that doesn't depend on a specific graphics tool or program to use interoperable human data in a network environment. To achieve this, the Web3D Consortium and ISO/IEC JTC1 WG6 developed the international draft standard ISO/IEC 19774 Humanoid Animation(H-Anim). H-Anim defines the data structure for an articulated human figure, but it does not yet define the data for human motion generation. This paper discusses a method of obtaining compatibility and independence of motion data between application programs, and describes a method of simplifying motion retargetting necessary for motion definition of H-Anim characters. In addition, it describes a method of generating H-Anim character animation using arbitrary 3D character models and arbitrary motion capture data without any inter-relations, and its implementation results.

Real-Time Motion Generation Method of Humanoid Robots based on RGB-D Camera for Interactive Performance and Exhibition (인터렉티브 공연·전시를 위한 RGB-D 카메라 기반 휴머노이드 로봇의 실시간 로봇 동작 생성 방법)

  • Seo, Bohyeong;Lee, Duk-Yeon;Choi, Dongwoon;Lee, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.528-536
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    • 2020
  • As humanoid robot technology advances, the use of robots for performance is increasing. As a result, studies are being conducted to increase the scope of use of robots in performances by making them natural like humans. Among them, the use of motion capture technology is often used, and there are environmental inconveniences in preparing for motion capture, such as the need for IMU sensors or markers attached to each part of the body and precise high-performance cameras. In addition, for robots used in performance technology, there is a problem that they have to respond in real time depending on the unexpected situation or the audience's response. To make up for the above mentioned problems, in this paper, we proposed a real-time motion capture system by using a number of RGB-D cameras and creating natural robot motion similar to human motion by using motion-captured data.

Generation of Humanoid Walking Motion Adapted to the Ground's Sliding Properties (지면의 미끄러운 정도에 따른 캐릭터의 걷기 동작 생성)

  • Lee KumHee;Song MiYoung;Cho HyungJe
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.157-166
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    • 2005
  • In 3D virtual environment the description of character' s movement that has utilized the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character's motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environments or games, in which the walking motion is dynamiccally adapted to the ground's sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.

An Efficient Generation of Walking and Running Motion on Various Terrains (다양한 지형에서의 걷기와 달리기 동작의 효율적 생성)

  • Song Mi-Young;Cho Hyung-Je
    • The KIPS Transactions:PartB
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    • v.13B no.2 s.105
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    • pp.187-196
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    • 2006
  • In 3D animation most people adjust the moving motion of their characters on various terrains by using motion data acquired with the motion capture equipment. The motion data can be used to present real human motions naturally, but the data must be captured again to apply to the different terrains from those given at acquiring mode. In addition, there would be a difficulty when applying the data to other characters, in that case the motion data must be captured newly or the existing motion data must be heavily edited manually. In this paper we propose a unified method to generate human motions of walking and running for various terrains such as flat plane, inclined plane, stairway and irregular face. With these methods we are able to generate human motions controlled by the parameters : body height, moving speed, stride, etc. In the proposed methods, the positions and angles of joint can be calculated by using inverse kinematics, and we calculate the trajectory of the swing leg and pelvis according to the cubic spline. With these methods we were presented moving motions using a model of a human body.

Generation of Adaptive Walking Motion for Uneven Terrain (다양한 지형에서의 적응적인 걷기 동작 생성)

  • 송미영;조형제
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1092-1101
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    • 2003
  • Most of 3D character animation adjusts the gait of their characters for various terrains, using motion capture data through the motion capture equipments. This motion capture data can be naturally presented as real human motions, which are to be adjusted according to the various types of terrain. In addition, there would be a difficulty applying motion capture data for other characters in which the motion data will be captured again or edited for the existing motion data. Therefore, this paper proposes a method that is to generate walking motion for various terrains, such as flat, inclined plane, stair, and irregular face, and a method that is to calculate the trajectory of the swing leg and pelvis. These methods are able to generate various gaits controlled by the parameters of body height, walking speed, stride, etc. In addition, the positions and angles of joint can be calculated by using inverse kinematics, and the cubic spline will be used to calculate the trajectory of the joint.

Backward motion control of a mobile robot with n passive trailers

  • Park, Myoung-Kuk;Chung, Woo-Jin;Kim, Mun-Sang;Song, Jae-Bok
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1190-1195
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    • 2003
  • In this paper, it is shown how a robot with n passive trailers can be controlled in backward direction. When driving backward direction, a kinematic model of the system is represented highly nonlinear equations. The problem is formulated as a trajectory following problem, rather than control of independent generalized coordinates. Also, the state and input saturation problems are formulated as a trajectory generation problem. The trajectory is traced by a rear hinge point of the last trailer, and reference trajectories include line segments, circular shapes and rectangular turns. Experimental verifications were carried out with the PSR-2(public service robot $2^{nd}$ version) with three passive trailers. Experimental result showed that the backward motion control can be successfully carried out using the proposed control scheme.

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Generation of Adaptive Motion Using Quasi-simultaneous Recognition of Plural Targets

  • Mizushima, T.;Minami, M.;Mae, Y.;Sakamoto, Y.;Song, W.
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.882-887
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    • 2005
  • The paper describes Quasi-simultaneous recognition of plural targets and motion control of robot based on the recognition. The method searches for targets by model-based matching method using the hybrid GA, and the motion of the robot is generated based on the targets' positions on the image. The method is applied to a soccer robot, and targets are a ball, a goal, and an enemy in the experiment. The Experimental results show robustness and reliability of the proposed method.

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Mechanism and Motion of New Biped Leg Machine

  • Lim, Hun-Ok;Ogura, Yu;Takanishi, Atsuo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1922-1927
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    • 2005
  • This paper describes the mechanism of a new biped machine capable of doing human-robot cooperation work. The biped machine, WABIAN-2 is made of two seven degrees of freedom (DOF) legs, a two DOF waist and no DOF trunk. Its leg system consists of two three DOF ankles, two one DOF knees and two three DOF hips to deal with various walk motions. Its height is about 1.2[m], and its weight is 40[kg]. It is designed with large movable range as a human. Also, a knee stretch walk pattern generation for the biped machine to perform natural walk like a human is discussed in this paper. Its leg motion is compensated by using the motion of its waist. Basic knee stretch walk experiments using WABIAN-2 are conducted on the plane, and the validity of its mechanism and walk pattern generator is verified.

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Propulsion by Oscillating Foil Attached to Ship in Waves (동요하는 날개를 이용한 파랑 중 선박의 추력발생)

  • Choi, Yoon-Rak
    • Journal of Ocean Engineering and Technology
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    • v.27 no.1
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    • pp.31-36
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    • 2013
  • In this paper, the effects of a foil attached to a ship on the ship motion, added resistance, and thrust generation in waves are analyzed. The unsteady theory for a two-dimensional foil is introduced to determine the coupled motion responses of the ship and foil. The thrust caused by the oscillating foil is evaluated and compared to the added resistance of the ship, so that a positive net thrust can be possible in waves. A comparison of the results of unsteady, quasi-steady, and experimental analyses is performed.

Study on User Play of Motion-Based Game : Focused on Empirical Research about Game Play in Families (가정 내 체감형 게임 플레이의 실험 관찰 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.7-14
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    • 2014
  • This study examined user experiences of motion-based games. Focusing on the playing experiences, in-depth interviews and survey were conducted on seven families with various family members detailing the gameplay. These qualitative methods were conducted interpretive way such as a month-long participant observation. As a result, the game Sensible meantime, the results were excluded from the game with the older generation of women and the elderly, leading to game culture game is trying to communicate was confirmed.